You’ll work deep in proprietary codebases on PC, current-gen consoles and Mac, writing low-level engine code against DirectX 12, Vulkan and Metal. No editor scripting, no glue work. This is frame-time engineering of the kind we delivered on Starfield and other technically demanding projects.

Department

Location

Job Type

Engineering

Remote – UK/EU

Permanent – Full Time

What you'll be doing:

  • Turn the art team’s vision into shippable, scalable rendering technology

 

  • Design, build and maintain high-performance rendering backends with clean abstractions across PC, console and Mac

 

  • Profile and resolve deep GPU/CPU bottlenecks: occupancy, tile memory pressure, indirect dispatch overhead, bandwidth

 

  • Modernize pipelines with GPU-driven culling, indirect command buffers and bindless architectures

 

  • Design concurrent GPU memory management on modern API features and memory heaps

 

  • Extend major engines (including Unreal source) and custom C++ architectures

 

  • The opportunity to represent the studio externally through white papers or presenting at industry events

What we'll need from you:

  • An established track record in rendering or engine engineering, shipping high-performance rendering systems for AAA, film/VFX, XR or simulation across a number of products

 

  • Deep experience with modern C++ and solid shader authoring and debugging (HLSL, MSL or GLSL)

 

  • Production experience shipping with at least two of Metal, DirectX 12, Vulkan or GNM/GNMX

 

  • Deep working knowledge of the full pipeline: rasterization, compute and hardware-accelerated ray tracing

 

  • Fluency in modern rendering techniques: PBR, GI, ambient occlusion, volumetrics, and post-processing (AA, HDR, tone mapping, motion blur), with awareness of current GPU-driven pipelines, meshlet rendering, and real-time path tracing workflows

 

  • Comfortable dropping into unfamiliar codebases and making sound architectural calls independently

 

  • Solid applied 3D maths, plus technical writing other engineers actually want to read

What would help:

  • Practical experience with mesh shading pipelines (DX12, Vulkan, Metal) to optimize geometry processing and reduce CPU overhead

 

  • Familiarity with modern hardware variations, including console and Apple Silicon unified memory architectures

 

  • Shipped ray tracing or heavily compute-driven rendering

 

  • Extensive Unreal Engine source modifications